Tuesday, 28 April 2026

A map-less campaign

Refining the campaign rules

Determining what number of elements may be used for subsequent battles differs rule set to rule set. In my experience, deploying the survivors of a previous encounter will have a losing player spiral to a quick end. Alternatively, keeping a full twelve elements for a subsequent encounter seemed a better solution, however, one minor change would make this a better test of wits; replace lost elements options listed for that army. As an example, archers may be listed as (4Bw/Ps), the loss of the 4Bw would be replaced with the psiloi, further, mounted may lose their mounts and levies may be called upon to continue the struggle. These options would be noted for each participating army.   

I like the manner DBMM treats generals as either brilliant, average or inert, though DBA3 makes no distinction to the quality of generals, there are some ways to make a nod in that direction. Replacing a lost general, the player cast one die. On a score of 1, the general is classed as “inert” and its replacement functions as a CP or Command Position (see the last paragraph, page 9 of the rule book). Scores 2-5, the general is competent and a score of 6, the player may select the manner of deployment for the next battle. This may be a standard deployment, the collision course variant or the alternate deployment of “battles” or divisions. As this campaign rule set is developed for our medieval games, players will be accustomed to organising their army in divisions or “battles”. 

To determine the victor of the campaign, a sides total number of casualties inflicted are compared and the difference will become the degree of success. If the difference is small, this may force another campaign to be made at a future date, scoring twice as many over your opponent would be considered a decisive victory and perhaps cause for an early demise (humour). 


Campaign sequence

 A first encounter

Determine who is the defender/attacker, the defender will select a terrain card, the attacker chooses a side for his deployment. Game continues as normal and losses are noted.

The subsequent battle

Severe losses may necessitate the use of optional elements, these are noted in red and will be used to bring the total number of elements to 12. The losing army now becomes the defender and selects a terrain card. Play the game as normal and note accumulated losses.   

The third battle

If available, further replacements are selected from the army list, if not, then army composition remain unchanged. The losing army is the defender and proceed as per a normal game. Accumulated scores are noted and in the unlikely event scores are tied, despite one side having lost two battles, a fourth and final engagement will be required to determine the outcome of the campaign.

 

Optional rules

Replacing a general who is killed or captured, cast a die for his successor. On a score of 1, he is replaced by an inert commander (use the CP or command position rule for the game). On a score 2 - 5, he is a competent general, score a 6, the general may select deployment options (see below).

Deployment options: a standard deployment follows the sequence in rule book, an Alternate deployment positions the vanguard, main body and rearguard in sequence and Collision course variant. The latter two may be used only if the replacing general has a score of 6. 

Allied contingents may be employed if listed with the army used. If the allied contingent is part of the losing army, then on the player’s first bound of the subsequent battle, determine what action the allies may take. A score of 1 -3, they have been sufficiently bribed and will perform as normal, a score of 4 or 5, they will deployed for battle, but will not attack unless provoked (shot at or enemy enters TZ), lastly, a 6, allies are deployed for battle, but will depart the field on the player's first bound. 

Replacing troops lost. Compare the number of elements lost in battle and if the difference is 1 or 2, the losing player may use again his current composition. If, greater than 3, the losing player must use replacement options.

Note: Hordes lost do not count as casualties to determine the need for replacements, but are tallied as elements lost at campaign end.

Sunday, 12 April 2026

Stilicho vs. Alaric, a test case

Linear campaigns are a simple way of bringing continuity to a series of related battles. To avoid unnecessary bookkeeping to track the loss of particular troop types, a simpler method is to change the composition of forces for a subsequent battle, retaining twelve elements. The changes would make use of the alternative troop types noted on an army list; these may reflect strongpoints stripped of their garrisons, raised levies or a new ally. The following series of battles will put these options to the test.

II/78a Western Roman Army

1 x Stilicho (Cv), 1 x equites (Cv), 2 x equites Illyriciani (LH), 2 x legionnaires (4Bd), 3 x auxilia palatina (4Ax), 2 x auxilia palatina (4Ax or Ps), 1 x cataphract (3Kn) or clibanarii (4Kn) or horse archers (LH) or bolt shooter (Art).

II/65c Alaric and successors

1 x Alaric (3Kn), 2 x nobles (3Kn), 1 x cavalry (3Kn or LH), 4 x warriors (4Wb), 2 x prisoners or ex-slaves (4Wb or 7Hd), 2 archers (Ps). 

Elements marked red are replacements to appear in battle three and a fourth if needed.

 

Battle one; Alaric and noble knights attack the Roman left and to put Alaric off balance, Stilicho sends his equites Illyriciani to threaten the supporting Gothic warband. Alaric’s attack met with stiff resistance offering Stilicho the opportunity to place more pressure on Alaric’s infantry. Unfortunately, breaches in the Roman line could not be contained by Stilicho’s reserve cavalry and heavy losses forced Stilicho to withdraw his army. A victory for Alaric, 4-2



Battle two; the Roman left, protected by the river becomes the focal point for Alaric’s main assault. A fierce struggle develops pushing the Roman left back, nonetheless, elsewhere Gothic infantry suffer severely, forcing Alaric to call a retreat. Stilicho gains a marginal victory, 4-3.



Battle three; Stilicho places the newly arrived bolt shooters (Art) and archers (Ps) on the left flank to face Alaric’s ex-slaves (7Hd) and Alani horse archers (LH). Pushing his artillery and archers forward of the main battle line, the Goths are provoked to an attack. As the lines clash, the Gothic right is hard pressed by Rome’s superior advantage of cavalry. The flight of Gothic slaves exposes the Gothic centre offering Stilicho a clear path to victory, 4+2Hd-2.



Assessment

Alaric is forced to retreat eastward ending the campaign. Comparing casualties suffered, Stilicho’s victory was not as significant considering the 9 casualties sustained versus Alaric’s 12 (10+2Hd). A system of grading will need developing.  

The change in composition affect the deployment and tactics used, which worked well. Thinking further, this may take place earlier. This will also need developing. 

Note; horde do not count as an element lost when determining the winner of a battle, but are tallied when calculating the winner of a campaign.   

Tuesday, 7 April 2026

The duchy of Aquitaine, 1324

Between painting sessions, I am toying with a possible mini-campaign for our game next week. This will be a simple linear campaign with its outcome based on three or four battles. This campaign is loosely based on the War of Saint-Sardos in Aquitaine.

During this period, Charles IV increased his authority while expanding France’s territory. The Duchy of Aquitaine became a source of friction between England and France, though an English domain it still owed fealty to the king of France. Long periods of negotiations ended in failure prompting Charles of Valois to invade Aquitaine in August of 1324.

Forces

IV/23 Feudal English

1 x general (3Kn), 3 x knights (3Kn), 2 x city militia (Sp), 2 x Welsh longbow (3Lb), 2 x levies (7Hd), 1 x hobilar (Cv), 1 x Welsh javelinmen (Ps).

IV/4b Feudal French

1 x general (3Kn), 3 x knights (3Kn), 2 x communal militia (Sp), 2 x feudal spearmen (Sp), 1 x mercenaries (4Cb), 1 x archers (3Bw), 1 x archers (Ps), 1 x ribauds (5Hd). 

 

Invading Aquitaine, Charles of Valois encountered an English force deployed for battle. The English struck first directing their attack on the French centre and left wing. The entire French right, comprised of knights, charged the English left, bringing their planned attack to a halt.

Welsh longbowmen rained havoc on the knights leaving the proposed English attack on the French centre to resume, eventually forcing the French from the field. England 4-2



Recovering near a hamlet on the River Lot, the French gathered all their knights and positioned them in centre, Doing likewise, the English charged their counterparts across the field.

The English gained ground in the centre, but all was for naught as both flanks crumbled under the thrust of French spears. France, 5+Hd-4.

 

Retiring along the River Lot, the English deploy their knights in centre with the bulk of their infantry positioned on the left. The French mirror their deployment, ensuring an inevitable clash of knightly arms.

The knights meet mid-field; however, the French are not aligned drawing the Flemish infantry into the cavalry battle. This proves fortuitous for the English, as French losses become severe, bringing the battle to a close. A second English victory, 4-2.


The campaign season ends with England retaining their toehold in Aquitaine, however, events at home would soon change the political scene.   

 

Refining the campaign

This brief exercise has generated several ideas requiring further thought. 

Subsequent battles would use 12 elements, but optional elements may be put into play.

Optional elements would be based on losses incurred in the previous battle.

Campaign ends with one side scoring 12 or more casualties and two victories.